PunkPilot Process
Entry 1: 4/27/2023
Initial blockout coming along. She's only missing her goggles and some wires/cyberpunk-ish ornamentation. I still might lengthen the jacket or change it completely. Thanks for viewing!
Entry 2: 5/06/2023
Took some feedback and this is basically the final blockout before heading over to Marvelous Designer. I plan on adding a few things later on such as wiring, buttons, etc.
Replies
Definitely agree on the pants. I'll add some more defined wrinkles and a few dam standard folds.
I should've included a side view. The hood isn't as flat as it appears here, but on second look I agree that it could be extruded a bit more.
Hair is still a little too placeholder and will be next to be fleshed out. I do plan to simulate her hair.
It's been a minute since I've commented but I've made good progress on the sculpt. I'm working from my own concept (for whatever reason) and I'm stuck in the design stage of being concerned I'm adding too much or wondering if it needs more. Do you guys have any feedback or ideas/recommendations for the design? Is it good where it's at? The goal is to make it a pilot in a near-future environment. Her jacket will be grungy and maybe denim with painted designs. I plan to also give her tattoos but regarding the texturing that's about as far as I've gotten.
Hair is still a little too placeholder and will be next to be fleshed out. I do plan to simulate her hair.
Thanks for viewing!
Keep it up!
The goggles still need a ton of work but the gas mask is getting there. The hair is a placeholder for later stages but I love that hairstyle.
The more I look, the more I prefer her without her mask. Maybe I can find a way to have it easily detachable. What do you guys think? Any cool ideas for the texturing stage?
Since my last post, I've worked out most of the textures and am continuing forward. I have to texture the eyes, add hair, and maybe some more roughness in areas on the sculpt? Maybe some spray paint on the jacket / grungy stuff.
Any feedback on this before I push the last 10%? I've been staring at it for a couple months and am open to any suggestion regarding the design or technical work. Thanks so much for the help and thanks for viewing.
Is the goal a sculpt or a real-time character? In what software do you plan to render?
Overall I think things could be more detailed. For example the hoody doesn't have a zipper or closing mechanism, or visible seams. Some shape look blobby/bit undefined, like the gloves or the leg strap. The textures currently look a bit uniform, no wear or accidents. For the face, you could look into transferring details from scanned data. Consider using existing shaders from Unreal sample projects (assuming you're using UE) for skin, eyes and hair to cut that technical portion out.
If the project becomes too complex, you could split it up to focus on specific parts. I think it's important to not stretch yourself too thin and keep focus. Organizing in different ways can help that it's fun and digestible. I imagine you're learning new things as you go, like making hair, and one needs time for that. Ideally you reach in-between goals you can put in your portfolio too. If you run out of time/energy, you can rescope more easily. Here are possible sub tasks:
Keep it up!
(also aware the eyes still need work)
Oh yeah I completely agree. We see so many faces every day and seeing one without brows or lashes is definitely jarring xD. It's crazy how much a small change like that can affect the quality of a piece.
I used geometry nodes for the hair! Which of course makes them super heavy but that's something I'll work out down the road. I love the hairstyle and am going to do my absolute best to maintain it throughout lowering the poly count. If I have to make cards, I will. But we'll cross that road when we get there. I'm learning a lot of the process as I go.